Is the Imperial player ever supposed to tell the Rebel players the objective first?

By daddystabz, in Star Wars: Imperial Assault

Sounds like the guy who does not get his way as the basketball court and takes his ball and leaves. Basically if he can't win no one can play.

Which is why I always bring two balls when I go to the courts, I don't want to have to play/rely on that guy.

Isn't there a Supply card that gives to the Rebel players some informations about the current mission?

Isn't there a Supply card that gives to the Rebel players some informations about the current mission?

Yup. We uncovered this one tonight in the Aftermath mission.

Isn't there a Supply card that gives to the Rebel players some informations about the current mission?

Yup. We uncovered this one tonight in the Aftermath mission.

Troop Data reveals all Reserve Groups and Open Groups.

As for the rest, I think it is just a misconception on the Imperial Player's part. Basically, when he heard the part about no Rebel player ever seeing the guide, he interpreted that as meaning no Rebel player can hear or know any part of the campaign guide. The rest of us realize that the intent is for Rebels to not know "what's around the corner," so to speak. This hidden information gives suspense to the mission. But without reading the mission objectives, there is no suspense at all.

It pretty much says in the rulebook what to do and it says that the heroes alias the rebel players are to be told the objectives of their mission, plus it wouldn't make much sense not to tell them in the first place.

Out of curiosity, have the Rebel players won any of their missions while not knowing what is in the mission briefing?

Hey guys,

I think you need to lay off this guy who disagrees with you. There's a lot of text and it's easy to miss a part. I was unclear in this myself until reading a lot of threads about it.

My mistake, and perhaps this man's, was not noticing the single line that tells the rebels their objective. I thought people were saying you should read them the whole End of the Mission section, which is clearly wrong. This is compounded by the fact that the words Mission Breifing could be read as being the name of that whole big box of text.

Hey guys,

I think you need to lay off this guy who disagrees with you. There's a lot of text and it's easy to miss a part. I was unclear in this myself until reading a lot of threads about it.

My mistake, and perhaps this man's, was not noticing the single line that tells the rebels their objective. I thought people were saying you should read them the whole End of the Mission section, which is clearly wrong. This is compounded by the fact that the words Mission Breifing could be read as being the name of that whole big box of text.

I've noted a few people had missed it, but even after the specific text was pointed out to him he refused to change it, at least the last we heard.

Hey guys,

I think you need to lay off this guy who disagrees with you. There's a lot of text and it's easy to miss a part. I was unclear in this myself until reading a lot of threads about it.

My mistake, and perhaps this man's, was not noticing the single line that tells the rebels their objective. I thought people were saying you should read them the whole End of the Mission section, which is clearly wrong. This is compounded by the fact that the words Mission Breifing could be read as being the name of that whole big box of text.

I've noted a few people had missed it, but even after the specific text was pointed out to him he refused to change it, at least the last we heard.

Hard to explain then, I agree. Once that text is pointed out it seems cut and dry. Gotta be a misunderstanding somewhere!

Or he is just a jerk.

Frankly the mission set up rules are not very intense or verbose.

He argued me all week about it still insisting he was correct and he didn't care what a bunch of people in a forum said. He wanted something official from someone from FFG to prove it.

We played Aftermath last night and he kept arguing the rules with me all night. It was miserable. He even tried to make one more attempt at the argument that he is not required to read information in the campaign guide to the rebels. He argued me when I pointed out the E Web figure is a large figure as well. Then when I pointed out how large figures have to spend 1 movement pt to rotate 90 degrees he argued that he could rotate 45 degrees instead if he so wanted. He argued during the Lockdown portion of Aftermath that when the door closed that you are supposed to advance the round meter by another round, which is blatantly incorrect. He tried to argue that an Imperial Commander can use his special interrupt ability on a friendly figure to have an already-activated figure activate yet again in the same turn, etc.

Yeah....real fun....

Edited by daddystabz

I strongly encourage you to play with someone else. He either has no idea what he is doing or is dong it on purpose

Yeah, we'd drop that guy like a rock and let him find another group

Okay, I Misunderstood how much to reveal, too. On Aftermath, should I also read how much damage it takes to destroy a terminal? At first I thought not, but upon further reflection I realize that all the Imperial troops' health is open knowledge.

Well in the Learn-to-play Guide (free PDF and is FFG official material) found on the Imperial Assault homepage it says on page 11, point 6 of the mission setup

6. Read Mission Briefing: The Imperial player reads the
“Mission Briefing” section of the mission rules aloud to the
Rebel players. If there are any map tiles in the diagram that
have names, he should also indicate these tiles and names to
all players. He keeps the rest of the mission rules to himself
until instructed to resolve them.

On page 9 of the Learn-to-play Guide it explains about rotating large sized miniatures.

Figure Size
A figure that occupies only one space on the map is a small figure. A
figure that occupies more than one space on the map is a large figure.
The following rules apply to large figures:

When a large figure attacks, line of sight may be traced from any single
space it occupies. When a large figure is attacked, the figure performing
the attack can target any single space the large figure occupies.

A large figure cannot move diagonally. While moving, a large figure
cannot rotate its base unless it spends one movement point to do
so. When doing this, the large figure must occupy at least half of the
spaces it occupied before the rotation.

Edited by Whisper

He tried to argue that an Imperial Commander can use his special interrupt ability on a friendly figure to have an already-activated figure activate yet again in the same turn, etc.

You mean the Order ability of the Imperial Officer doesn't let you move a unit that's already activated?

He tried to argue that an Imperial Commander can use his special interrupt ability on a friendly figure to have an already-activated figure activate yet again in the same turn, etc.

You mean the Order ability of the Imperial Officer doesn't let you move a unit that's already activated?

Well, technically it doesn't activate, but you can give a move or attack* to a friendly figure even if it has already activated. It's not an activation because it only gets that one action.

*Attacking is only granted by the elite Imperial Officer's Executive Order ability; movement is given by either Officer.

He tried to argue that an Imperial Commander can use his special interrupt ability on a friendly figure to have an already-activated figure activate yet again in the same turn, etc.

You mean the Order ability of the Imperial Officer doesn't let you move a unit that's already activated?

Well, technically it doesn't activate, but you can give a move or attack* to a friendly figure even if it has already activated. It's not an activation because it only gets that one action.

*Attacking is only granted by the elite Imperial Officer's Executive Order ability; movement is given by either Officer.

I'm not understanding your explanation.

The Order ability doesn't allow you to move a figure. It allows you to give another figure a move. A move grants a figure movement points equal to it's speed.

If a figure has already activated it isn't going to able use the movement points it's gained. You could give it the move, but it won't actually move anywhere.

Edited by ScottieATF

That's not true. Anytime a figure gains movement points outside of its turn, it must spend them immediately as an interrupt or it loses them. Order allows a friendly figure to interrupt to perform a move. This allows it to gain movement points while it is another figure's activation. Therefore, the movement points must be spent immediately or be lost.

EDIT: See Movement Points on page 20 of the Rules Reference Guide.

Edited by Budgernaut

The Order ability doesn't allow you to move a figure. It allows you to give another figure a move. A move grants a figure movement points equal to it's speed.

If a figure has already activated it isn't going to able use the movement points it's gained. You could give it the move, but it won't actually move anywhere.

An officer can give an order for a stromtrooper to move and it can move even if it's been exhausted, its a free move. here is the link that explains it ( http://www.fantasyflightgames.com/edge_news.asp?eidn=5174 )

Thanks guys. Clearly missed that in there.

That's not true. Anytime a figure gains movement points outside of its turn, it must spend them immediately as an interrupt or it loses them. Order allows a friendly figure to interrupt to perform a move. This allows it to gain movement points while it is another figure's activation. Therefore, the movement points must be spent immediately or be lost.

EDIT: See Movement Points on page 20 of the Rules Reference Guide.

Thanks for pointing out the rules. I didn't remember that movement points gained outside of activation cause an interrupt. It is clear on the imperial officer's text, but not on "tactical movement" or "disengage". The officer expressly states that "the figure may interrupt to perform a move", while the heroes' cards use "That figure gains 2 movement points" or "You gain 3 movement points". I agree that gaining X points is different than gaining a move (the actual number of points is variable here), but the "may interrupt" part is missing. I was playing the heroes cards incorrectly.